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What We Do

Immersive 3D & WebGL

Real-time 3D experiences for the web — product configurators, brand worlds, spatial storytelling.

Three.js & WebGLRealtime renderingAR/VR prototyping

Real-time 3D on the web lives or die on decisions made before the first mesh is ever drawn — and it's the corner of engineering we're named for. This entire site's hero, footer and interactive elements are running live Three.js scenes, so we build the same discipline into every client engagement that we hold ourselves to here.

WebGL and Three.js are our primary tools for anything from a single hero-section scene to a full product configurator. What separates a 3D web experience that ships successfully from one that gets quietly reverted after launch usually comes down to a frame budget agreed on before a single shader is written — 16.6 milliseconds, no exceptions — rather than optimization treated as a rescue mission after the design is already locked.

Product configurators are one of the highest-ROI applications of this work: letting a customer rotate, customize and materially inspect a product in the browser measurably moves conversion for anything from furniture to industrial equipment, because it closes the gap between a static photo and actually holding the thing. We've watched conversion numbers move the week a configurator like this launches and stay there.

Brand worlds and spatial storytelling — the more cinematic end of this work — need the same underlying engineering rigor as any performance-critical product, just applied to a more expressive canvas. A beautiful scene that drops to 12fps on a mid-range phone isn't beautiful, it's a bounce. We profile every build on real mid-range Android hardware before it ships, not just on the development machine, because that's where most WebGL work actually fails silently.

Realtime rendering techniques — instanced geometry for anything repeated more than a dozen times, isolated Suspense boundaries so a slow-loading texture doesn't gate an entire scene, deliberate device-capability detection that scales particle counts and pixel ratio down gracefully on lower-power hardware — are standard practice on every 3D build we ship, not a special request.

We also prototype AR/VR experiences where a client's product genuinely benefits from spatial interaction beyond the flat screen, using the same performance-first principles that govern our web-based 3D work. If you're evaluating whether an immersive 3D experience is worth building for your product, the honest answer is almost always yes — if the performance discipline is there from the first sprint, not retrofitted after launch.

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